Showing posts with label Spherepaths. Show all posts
Showing posts with label Spherepaths. Show all posts

Sunday, August 1, 2021

Deluxe Fortune Deck


Yesterday, my Deluxe Fortune Deck arrived for Everway Silver Anniversary Edition. I'll actually open the box a bit later, but for today I am sharing the form factor and appearance of the box. The cards themselves are probably about twice as large as the original Fortune Deck cards. They will be a lot easier to see around the game table, and MUCH easier to share in an online game, by holding the card up to the camera. Just imagine how great they must look out of the box!


The deck box is very similar in size to the box for a standard Tarot deck. The Fortune Deck works in analogous ways to a Tarot deck, including: 

  • Quick one-card draws for fast, decisive resolutions in-game;
  • Serial one-card draws for blow-by-blow resolutions in an extended conflict;
  • Divinatory spreads to determine particularly complex in-game outcomes;
  • Generative spreads to create new realms or scenarios 
  • Exploratory spreads to discover the deep-structures and conflicts affecting particular realms, spheres or spherepaths; and
  • Personal spreads, used out-of-game for personal divination, reflection, and meditation


The box will be easier to open, due to the side notches. I like the icon of the Walker's Pyramid. The lettering reminds me of RuneQuest: Roleplaying in Glorantha, so it evokes other settings that I have loved for decades. The box needs to be wider than the original Fortune Deck would have required because it contains more than the original 36 Fortune Deck cards: there is also a 41 card Season Deck within the box. Divided into four suits, these cards expand on the Fortune Deck adding the dimension of time and additional setting flavor - a suitable Minor Arcana for the 36 "majors."

I might add that the box has a very nice matte finish.

Over the next week we'll unbox the box (as it were) and begin to explore things we can do with this new set of cards.


 

Thursday, March 4, 2021

Playing The Serpent

 

The Serpent

That evening in Strangerside, Tom summoned and then played The Serpent. Its sound made it impossible for Percy three floors up in The Salt Mill to continue his efforts toward sleep. Percy through on a nightrobe and descended to the main floor where Tom was performing. Pahoeho forms a conga line, there is more drinking, and Percy, Tom, and Pahoehe retire late.

Percy sleeps surprisingly well, but our Spherewalkers have hangovers. Tom, Pahoeho, and Percy order the Strangerside equivalent of Bloody Marys with breakfast. Then they head to the Walker's Pyramid to see the sights, and learn what they can about this whole Year King thing.

The Walker's Pyramid is huge. The steps of this step pyramid are too large and far apart for a human, but there is a scaffolding on one side of the Walker's Pyramid that humans can climb.

Tom is a people watcher and takes an interest first in a dark skinned acrobat and dancer, whose routine includes tumbles off the side of the Walker's Pyramid, and conjuring coins behind kids' ears in the crowds that gather to watch him. He notices another dark skinned young man with lots of rings and an earcuff. He is holding an golden-eyed black cat, and curiously the young man has similar golden eyes.


https://www.pinterest.com/pin/456552480981699946/


Using the Pisces Zodiac Force of his Star River magic, Tom channels a spirit cat to speak with the cat that the man carries. The cat's name is Whiskers. The young man's name is No Whiskers. The cat is from a faraway Sphere that reportedly no one from Everway has ever visited. 

What's Whisker's favorite realm? Merryflag, where humans delight in getting into bloody duels and vendettas over trivial slights. 

Where are the best fish? The realm of Shallowsea, where my human can wade out into the water with a trident or a net and catch a feast.

No Whiskers is his human.  Tom's spirit cat attempts to communicate with the human, but there isn't much Air there. What gives?

Pahoeho Sun finds this strange: he belongs to an Everwayan family and knows that there is no slavery in Everway. Well, maybe there is among recent immigrants in Strangerside; but any slave who sets foot within the city walls of Everway becomes a free person. 

The party observes a procession comin from the direction of the Council House and Palace down Walker's Way to the Pyramid. Bright Mask, the priest of Osiris that Pahoehoe chatted up on the golden barge performs a bridal ceremony. The young Year King, Younger Wood, is wed to a heavily scarred Emerald woman who is missing a left eye, but has an unusual eye glyph tattooed on the palm of her right hand. Is she a mystic? A sorceress? Her name is Righteye Emerald.

Next comes a visit to an office of the Sun family located near the west side of the Walker's Pyramid, and adjacent to the Gold family house. Pahoeho wants to collect his allowance, and fortunately, it's one of the uncles who likes him who is running the office that day. Uncle gives Pahoeho a string of cash. 

Local gossip that Uncle Three Sun shares: the Gold family (practically next door) is debating a name change to Jewell, or possibly to Jade. Pahoeho's uncle Three Sun speculates that the name change might invalidate some contracts that the Sun family has with the Gold family, which would be a great way to get out of some debt!

Pahoeho, Tom, and Percy ask Three Sun what he knows about the whole Year King situation. Uncle confirms that there hasn't been a Year King in Everway for hundreds or maybe thousands of years. The whole thing seems strange: one day, Great King Horizon Emerald is officiating at ceremonies, and the picture of health, and the next he is dead. Then, seemingly out of the blue, Year King project is pushed forward, and several rural Emeralds from the Emeraldcloak Forest of all places seem at the center of the project. For example, Righteye Emerald: who even heard of her before today. And the new Year King, who used to be Younger Wood (and now is supposedly Younger Emerald - for a year!) - he is from an obscure, unimportant offshoot of the Emerald family from the same area.

Three Sun shares his suspicion that all this has something to do with the trouble that Prince Woke, a recent arrival in Strangerside has been stirring up. He has been pointing to the refugee problem, the collapsing spheres, the stagnation of Everwayan culture, and the need for new leadership and civic renewal.  Three Sun has heard a lot about his so-called Woke Forum in Strangerside. This Righteye Emerald is no stranger there! Someone needs to look into this Prince Woke, Three Sun says.

Three Sun also asks which spheres Tom and Percy come from, and offers that the Sun family is always looking for local partners among the spheres, since the family business is leading pilgrims to shrines among the spheres.

The party agrees that maybe someone should look into this Prince Woke (maybe indeed, us!), and Pahoeho wishes his uncle well. They head out, but first let's get lunch. "No more fish, please" pleads Percy, and Pahoeho suggests pasta instead. He knows a second story pasta and tomato sauce place nearby, just the thing, a heavy filling pasta place that everybody who matters knows: The Red Brick. It's not far from the Sun business office so they go there. A good filling meal and wine, consumed in moderation.

The party was going to head to Strangerside next, and look for this Prince Woke. But Percy and Tom are still thinking about Whiskers and No Whiskers. What is Whiskers up to and where is he going?

Percy uses his Water Magic to search the city for a human with very low Air. The GM draws Failing to See the Diamond, Reversed, a propitious draw. Interpretation: Percy spots No Whiskers, just as Whiskers and No Whiskers pass through the wards at the entrance to the Library of All Worlds. They pass through the leftmost archway into the Library.

The party decides to head right there and figure out what Whiskers is doing.

Pecuniary Scratch is waiting for them right at the entrance. He demands an inducement in exchange for entry. 

Mosa Pijade (Self-Portrait)

Tom says he is at the Library to learn about Song. [You can almost feel the Platonic ideal form behind that capital "S".] Song, as in the mechanical vs. spiritual aspects of Song, as well as connections between Song and Magic.

Percy makes the practical offer with respect to inducements: knowledge about his Sphere, which appears to be unknown to the people of Everway. The party are welcomed into the Chamber of Welcoming Visitors from the Million Spheres [speculation here that its decor is as plunderous as that of the British Museum], and library staff bring out long rectangular Spherepath Scrolls which note details of individual spheres, and the gate connections between them.

Percy references knowing about Water Gates, which the Library's scribes and scholars dismiss with feigned disinterest (there is no credible record of gates tied to elements other than Earth!). Meanwhile, Pahoeho is browsing Library's gift shop, and about to get into trouble...

Friday, December 7, 2012

Strangerside Scholar: Interpolation

http://downloadsourcecodes.com/matlab/
image-interpolation-matlab-code

One conjecture about why the dragons created Mousetrap Realms was to conceal something else behind them. In this sense, the Mousetrap Realm becomes a form of Interpolation, the magical art of creating a new object between two existing ones. At the dawn of history, the Bridgeworlds, the first human intersphere empire, used the art of Interpolation to build a chain of Fortress Realms as center-realms acros a chain of spheres. (This "chain" of course was many different chains of spherepaths that radiated out from a central hub. It is said that the foundations of the Library of All Worlds are drawn out similarly to one of these Fortress Realms.)

What were the dragons up to when they built the Mousetrap Realms? They may have been concealing their own Nest Realms behind fortress walls. They could interpolate Mousetrap Realms between existing worlds on a spherepath.

For example, suppose a certain World A at a certain point in a chain of worlds; let's call World A, the Spider's Web. The adjacent World B might have been the Nest Realm known as The Red Hatchery of the dragons. Through the art of Interpolation, a Mousetrap Realm - No Floor - might have been inserted between World A and World B. No Floor is conjured into existence as the center-real between the other two, a so-called World A-Prime.

Thus a chain of spheres can be broken. The Mousetrap Realm of No Floor becomes a deadly dead-end for  most Spherewalkers going through a gate from there towards No Floor. Meanwhile the dragons cavort or sleep safely in The Red Hatchery beyond. The Red Hatchery no doubt has other gates that go other places. Or it might have not gates. Some dragons can still make their own gates. And they have worked out numerous serpentine paths to get around.

Thursday, December 6, 2012

Strangerside Scholar: On Mousetrap Realms

Merode Mousetrap, c. 1427-32
http://historiesofecology.blogspot.com/
2012/05/merode-mousetrap.html

After the dragons lost in their war against the gods, they turned to other pursuits. Partly due to spite, and partly due to boredom, some of the dragons began devising and setting traps among the spheres.  They created the Mousetrap Realms to catch and kill Spherewalkers.

The Mousetrap Realms have one way in: a Gate which opens into a new realm, beckoning a Spherewalker to come explore. But unlike normal realms among the spheres, the Mousetrap Realms have no way out. Either their Gate works in only one direction, opening only into the realm, or else once entered, the Mousetrap Realm becomes a more active and deadly trap.

Death by starvation. Death by plenitude or lack, whether Earth, Air, Fire, or Water. False epiphanies. Entombment. World-creatures. Treasure of Infinite Counting. Doppel-craft. The dragons have never lacked for imagination in devising their traps. And they were masters of misdirection.

Humans have often attributed the creation of Mousetrap Realms to capricious gods or demons. Few have seen the Dragons' Stamp: The House of KnivesThe Box of Under, the Ocean-Hole, Mother of Cankers, the Roundel, the Whorl, Pop-Up Drop Down, the Meat Grinder, the Flower That Ate Itself, and The Limbless Tree. Even the names of the Mousetrap Realms sound like curses.

There are in fact hundreds of Mousetrap Realms on record at the Library of All Worlds. As many as one realm in one hundred may be Mousetrap Realms. It is wise to consult the collection of spherepaths within the Library of All Worlds, or the Chamber Platinum's special collection (these are usually the most up-to-date) before planning a particularly long journey among the spheres.

Most Spherewalkers will encounter a Mousetrap Realm if they travel far enough.

Thursday, November 22, 2012

A Spherepath Map...

http://home.earthlink.net/~lilinah/
Textiles/MEtextiles.html

Embroidered on a fine silk cloth. The most obvious array of linked spheres in the spherepath are arranged in two symmetric arcs: the eye-feathers of each peacock. However, there are also many subsidiary multisphere structures that can be seen here:

  • The matrix of spheres directly between the two peacocks' heads; 
  • The matrix on spheres on each peacock's back, just behind the neck; and 
  • The plant-like structure flanking each peacock, each of which is crowned by a bud of flower comprised of a cluster of spheres.

This particular spherepath is more than a representation of a set of connected spheres. The silk on which the map is embroidered is part of the fabric of the multiverse. In other worlds, this representation of gates and spheres is holographic and real. A normal spherewalker can use this spherepath as a guide.

A spherewalker with the special power and the training required to identify the Silk Portal within the spherepath will be able meditate upon the spherepath and open a gate into the textile. They will be transported directly to the Gateway Sphere within the spherepath. Once they have arrived, the Silk Portalist can use the spherepath's map to find and access gates between the spheres represented on the map. This is a normal spherewalk.

The secondary matrices or clusters of spheres represented on this textile are typically accessed via a different kind of gate. When these gates cannot be located, a desperate spherewalker may take matters into their own hand, suturing folds in the cloth to connect distant spheres directly to each other. This suturing activity creates consequences for both worlds, as well as for other surrounding spheres whose qualities may be distorted or changed by the folds in the fabric of the spherepath.

One question remains: since the silk that makes up this spherepath is truly part of the fabric of the universe, who wove the silk?

Friday, November 2, 2012

The Triple Blessed Rosary

http://www.colourbox.com/image
/muslim-rosary-beads-isolated-on-a-white-background-image-1980547
With 108 beads, representing the Walker's Journey among 36 adjoining realms. These rosaries are a commonplace in Everway. They're sold by the priests of the Pyramid Cult. They are said to bring good luck to those who travel between the spheres. They are also used to meditate upon the Fortune Deck, since each realm is represented in the rosary by thee beads: one for a realm's Virtue, Fault, and Fate.

The Pyramid Priests say that faithful meditation on the Walker's Journey using these beads can cultivate the ability to spherewalk. For a fee, they will teach the proper meditation techniques, and what each successive triptych of beads represents. And it is true that every year, a few faithful students of the Walker's Journey do develop the ability to spherewalk.

Of course, if you advance in the Pyramid Cult hierarchy, you will learn that the beads represent far more than a simple journey from sphere to sphere. Meditation on the Walker's Journey sometimes unlocks new Powers in the person meditating. These usually relate to a specific realm represented in the rosary.

Be sure to keep your eyes open when a rosary breaks near the Walker's Pyramid. When the beads spill onto the stones, they take up entirely new arrangements. These have great meaning. Scribes scurry to ink these to paper, because meditation on these new patterns often leads to the discovery of new gates and spherepaths. 

Friday, July 6, 2012

Stray and Whichway

Stray and Whichway are two Spherewalkers. They are going to take a journey together in the One Branch Project.

Whichway Crookstaff is 16 years old. She's a bit of a free spirit, which has raised concern in the family. She wanders the cities of Everway and Strangerside at all hours. She does this to settle her mind, in which the trumps of the Fortune Deck are constantly appearing. Even when she dreams. Not surprisingly, Whichway has a knack for reading the Fortune Deck. Her readings are True. 

Whichway is a disappointment to the Crookstaff family. The family's reputation is based on their great mastery of the magic arts and related scholarly pursuits. Whichway is uninterested in book learning. She hasn't learned any other magical abilities aside from Spherewalking and True Reading. Whichway's mother recently pulled strings to get her inducted into the Chamber Platinum. She has told Whichway to "Make something of yourself." It remains to be seen what that will look like! 

Whichway's interest has been piqued lately by something she's been exposed to at the Chamber Platinum:  spherepaths. While some are very linear representations of the relationships and connections between the spheres, other spherepaths are quite subjective or coded designs - rather like mandalas. Piqued by these alternative spherepaths, and no doubt building on her intuitive mastery of the Fortune Deck, Whichway has begun to experiment with her own designs, based on the narrative accounts of other Sphererwalkers. This may prove very useful when she begins Spherewalking for the Chamber Platinum.


Whichway Crookstaff
Stray Outsider is 15 years old. He lives in Strangerside. Stray is a gender non-comforming throwaway child of the Keeper family, one of the most conservative (however cosmopolitan-appearing) families in Roundwander. As a Keeper, Stray knows how to fight and how to kill. As a Keeper, he also knows a great deal of lore about gates. Stray has been surviving on the mean streets of Strangerside for the last two years. He fled to Strangerside after being cast out by the Keeper clan's elderwomen. 
Stray (the figure on the right)
Ultimately, Stray ran afoul of Everway's gender system. Women in Everway have a great deal of social power, and they guard it jealously. They have seen what many other worlds are like where women have little or no power. In contrast, Everway has a matrilineal kinship system, and much more egalitarian gender roles. 

Female elders there take a dim view of women whom they see as "throwing away" their social power to express a male gender identity. Stray, who was born a girl, has been disowned. But in Strangerside, Stray found friends. There are other Everwayans there who have broken rules around gender and sexuality and been pushed out of their families. There are also all sorts of Outsiders with different beliefs, identities, and practices. Strangerside can be rough, but there is a lot of room to be who you are, as long as you keep your wits about you.

Stray has been adopted by Bromeliad, a Spherewalker from the realm of Emerald Savannah. He has also been initiated as a layman into the rites of Oxumare,the Rainbow Serpent. By being ridden by Oxumare, Stray learned the Scales Drop rite, a personal ritual that gives Stray the power to temporarily bring his outward gender expression into conformity with his soul-gender. The mambo of Oxumare has told Stray that if he continues using the rite, eventually his gender will change permanently. Through the ceremonies led by the mambo, Stray has also been ridden by Legba. Legba told Stray that he is a Spherewalker.


Oxumare
http://dofonodelogum.sites.uol.com.br/oxumare.html

Joining Forces: In recent months, Whichway has become fast friends with Stray. They when Stray befriended Whichway on one of her many visits to Strangerside. The Outsider city can be a bewildering and dangerous place for naive visitors who lack street smarts. In their first encounter, Stray saved Whichway from harm. Stray now often accompanies Whichway on her wanderings, mostly to make sure she doesn't get in trouble that she can't escape. 

Curiously, Stray is one of the few individuals whom Whichway cannot read using the Fortune Deck. He is consequently a bit of a mystery to Whichway, but one that she likes. Whichway knows she is safer when he's around. Whichway has recruited Stray to accompany her on a Spherewalking expedition for the Chamber Platinum. Together, they will explore one branch of the tree of worlds.

Tuesday, July 3, 2012

One Branch on the Tree of Worlds

This is the first post in the One Branch Project, in which I will detail out a branch on the Tree of Worlds. The branch that I will be detailing will start at the center of things, in the City of Everway. Everway's realm of Roundwander has more gates than any other known realm, and we will select one of these gates from which to depart.

So, Where Should the Journey Begin?

http://travellingcheapwitheva.wordpress.com/2010/05/25/travelling-the-silk-road-part-1/
Here are the adjacent realms that I am considering as the point of departure from Everway (text set out in bullets here are direct quotes from the Everway Playing Guide, pages: 23-27. Numbering is mine. Titles in Bold are my emphasis):
  1. Alabaster, where men and women live separate lives, meeting only behind families' closed doors
  2. Archways, where several tribes live among the gargantuan skeletons of strange, ancient beasts
  3. Bright Eyes, a mystical place of lush forests, populated by cats (great and small) who have special powers
  4. Canopy, an enormous ancient tree whose interior houses a human civilization and among whose roots exist hundreds of miles of miles where fantastic creatures live
  5. Delta, islands at the mouth of a great river, where fish-people enlist the help of islanders in their wars and constantly shifting alliances
  6. Glint, where towering brass cities house only vermin
  7. Healertown, a bustling city founded generations ago by the suspect Healer family of Everway; the descendants have kept the name "Healer" but not the profession
  8. Nature's Touch, where all the sentient beings are half-human and half-animal: centaurs, satyrs, mermaids, nagas, sphinxes, harpies, and so on
  9. Roundhome, a coastal region where tsunamis toss up the giant snail shells that the inhabitants use as houses and as building material for beautiful faerielike fortresses
  10. Round Stones, where receding glaciers reveal the ruins of an ancient civilization
  11. Sepulcher, a seemingly endless tomb-complex honoring an unknown, ancient queen. Those who steal from this tomb or even step into forbidden areas, meet with gruesome ends.
  12. Serpent's Coil, where the Dragon Lords are said to live. No such great beasts are ever seen, but spherewalkers report an eerie feeling of being watched.
So here's the deal. 

Please consider casting a vote to recommend the realm that will be the point of departure for the One Branch Project. 

You have until 12 Noon CT on Monday, July 9 to cast your vote in the Comments below. 

The largest plurality wins. In a tie, I'll roll for it. 

No responses, I'll roll a d12.

Thursday, June 28, 2012

Everwayan Update

Yesterday, we posted You Decide! Number 7. We plan to take that series up to 10 posts, so that the series can become a nice d10 table for a GM looking for some random people, places, and things to use in their Everway game. I will probably use these as hooks in a new mini-campaign later this year.

We have a couple more things in the works in the next coming weeks, including an interview with Greg Stolze, and reviews of the Story Cards RPG and the House of Cards RPG.

And I had an epiphany today for a new series. The plan is to carve out a spherepath/gatepath series starting from one of the known gates in the city of Everway, and detailing the successive gates and realms that connect out from that gate. In other words, I plan to detail out one branch of the Tree of Worlds... at least detail it out a good ways, through a number of successive gates and alternate/branching gatepaths.

http://shamanicgardener.wordpress.com/2011/10/03/moringa-leaf-harvest/

One of my insights is that this could be useful and fun for thinking about economies along the branch, as well as about other aspects of how connected realms influence each other culturally, politically, religiously, etc. I think it could also be interesting to tell the story of some of the Spherewalkers who travel up and down the Branch.

The Branch and its succession of gates and realms will also need some kind of physical representation - a map of the spherepath. I'll have to think about how to do that.

If you have other ideas for kinds of posts or series that you'd like to see, please let me know!

Finally, I wanted to give a plug for a neat Roman alternative history game which came out in print this week. Servants of Gaius, which is reviewed in detail here and here is a tight, rules light, neat alternative history RPG in which the PCs play special agents of the Emperor Caligula (eccentricities toned down a bit and explained) who has called together the "Servants of Gaius" as a secret force to combat the nefarious agents of Neptune, who seek to destroy Rome.

Even cooler, The Bedrock Blog, has published a post called "Help Build Rome." They are inviting people to write their own NPCs, locations, things, adventure ideas, gods, etc., to be published on their blog. I like the attitude.


Thursday, May 31, 2012

Strangerside Scholar: The Elemental Alleviators

Heinrich Khunrath
http://www.trinitysaintdavid.ac.uk/en/rbla/onlineexhibitions/witchcraftandwizardry/

There are four of them - and there always have been. They travel together across the spheres. As long-time companions on the road they seldom feel the need to converse. Each of the four has an apprentice or companion. A caravan travels in their train, carrying their impedimenta and equipment.

"The First Stage of the Great Work" by Hans Vredeman de Vries
http://en.wikipedia.org/wiki/Heinrich_Khunrath

The Elemental Alleviators are an ancient society of elemental wizards. Each wizard is a master of an element and of the cosmic forces associated with that element. They can restore the balance in a realm. Or they can let it die. If they help, they will always exact a price.

They are always headed somewhere, but some worlds they cannot reach in time. Others, they judge beyond their capabilities. Still others, unworthy of assistance

But when they choose to help, the Elemental Alleviators can make a real difference. An imbalance among the elements can put a realm at risk of annihilation or implosion. This is what occurred in the realm of Bensalem after their religious revolution; the Alleviators were not there to help the realm, and it is no more.

The Elemental Alleviators begin to help by identifying what is wrong in a realm. Their tools include divination and magical metrology, the sciences, and more mundane means of investigation. They will present the authorities of the realm with an analysis and a plan to address the realm's existential threat. This may involve potions or gases; magical or political intervention; scientific and social innovation or reform. Solving a sphere's core problems usually requires multiple methods of intervention.

Iranian Alchemist
http://www.alchemywebsite.com/a-archive_sep04.html

Finally, the Elemental Alleviators will always ask for something significant in return - a boon, a new apprentice or companion, a safe house, or some other favor. Most realms are only too happy to oblige. Unfortunately, some try to renege on the deal once the Alleviators have done all the hard work.

Ancient scroll records within the Library of All Worlds claim that the Elemental Alleviators are nearly ageless and immortal. Some have suggested they were the first Spherewalkers to follow in the Walker's footsteps. An ancient portrait of one, Lord Fire, hangs in the Hall of the Chamber Platinum. But the fact that they always have an apprentice or companion also suggests that they can be killed. It is said that they always watch their backs, for a few desperate Spherewalkers pursue them, hoping to appropriate their storied Spherepaths and possessions.

Questions:
  1. What was the most recent realm where the Elemental Alleviators were of help? 
  2. What challenge was the realm facing? How were the elements out-of-balance?
  3. What boon did the Alleviators demand for their help?
What are your answers?

Monday, May 28, 2012

Strangerside Scholar: Does the Multiverse Have a Structure?

Does the multiverse have a structure? Most Spherewalkers wonder about this at some point in their journeys; a very few study it. Of course, there are the ready-made answers. You need look no further than the Pyramid Priests who surround the Walker's Pyramid at the very center of Everway.

Many people believe that the multiverse has an arborescent geometry. That is, the countless worlds branch off a main stem-world. The universe looks like a tree. This is an old concept; many cultures and spheres describe the multiverse as a Tree of Worlds. Most see their own sphere as the trunk of the tree.

Stefanus Rademeyer, Arborescent Geometries III (2010)http://www.argief.litnet.co.za/cgi-bin/giga.cgi?cmd=cause_dir_news_item&cause_id=1270&news_id=106518 

The Pyramid Priests claim that Everway is the trunk, and that the branches of the tree represent the Walker's countless steps, which created the million spheres. Yes, Everway is at the center of all, which is why any good pilgrim should make offerings to the cult when they visit the Pyramid. It is a debt that we owe the Walker. So the Priests say.

A more cynical view is that the Tree of Worlds represents an example of how Everway rules. Repressive tolerance. "Yes, your world is important" say the scholars in the Library of All Worlds. "Tell us about it, so that we can make an entry in the Codices of All Worlds." When you describe in rich detail how your world is unique or different, the scholars unctuously say "Well, yes, yes - that's interesting, but you are missing the point. Your Creator got a few details wrong. That's why your world isn't like Everway. But you can still see the relationship to Everway here, here, and here. Focus on what you have in common with us and you will be happy."

Thus does diversity ever reinforce the status quo. It is good for trade that all branches lead back to Everway.

But what if the universe took a different form? The wise already know of other ways that spheres are connected besides the Earth gates connecting worlds to Everway. Tidal Pools. Cenotes. The Floodgates.  And so on. The Whiteoars ran afoul of this.

What if the multiverse was rhizomatic rather than arborescent in geometry? How would that complicate things? Would it lead to another civil war? A capstone? The Usurper?

http://candidcandidacy.files.wordpress.com/2008/07/rhizome.jpg  

Albert-László Barabási
http://www.nature.com/nphys/journal/v1/n2/fig_tab/nphys162_F1.html   

http://immanentterrain.wordpress.com/2012/02/07/spinoza-god-and-immanence/